RE: FT Taskforce and Fleet Actions
From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Mon, 13 Aug 2001 07:53:32 -0400
Subject: RE: FT Taskforce and Fleet Actions
To add some additional tactics to it...
You could postulate that the MD rating of the engine also translates to
the
FTL rating of the ship (larger engine produces greater power to shunt
into
jumpspace and larger objects need greater energy to jump).
If you factor in the PSB on p. 44 of FB1, you could set a ship's maximum
_safe_ jump rate is equal to MD-1 in light years. This, of course, gets
proportionally smaller as you enter the gravity well of a system (agian
PSB
from p. 44-45).
It would then be easier to make concentric rings for the system with
each
ring closer to the center being at -1. Thus slow ships (BDN, SDN, etc.)
would need to spend a greater proportion of thier time in normal space
transit, while fast ships (couriers, etc.) could jump from further down
the
gravity well. This would cut thier transit time and give a stategic
reason
for engines to cost as much as they do in mass and points.
-----
Brian Bell
-----
-----Original Message-----
From: Jerry Cantrill [mailto:jwcantrill@earthlink.net]
Sent: Saturday, August 11, 2001 03:15
To: gzg-l@csua.berkeley.edu
Subject: Re: FT Taskforce and Fleet Actions
[snip]
The star/planets system could be
represented by concentric range bands of maybe 1MU = 1Jump, the distance
of a (safe) FTL Jump at that orbital band whether it has a planet or
not.
The farther planets distances apart could be reduced this way as you
will probably be jumping to something and not to the empty space
between. Each 1 Day turn you move 1 MU from band to band or along the
current band. Or if a military fleet was in a hurry, they could move 4
MU (1 jump every 6 hours). Note my use of safe jump, if you wanted to
push it, allow longer jump movements with a penalty of risk of misjump
similar to how FT2 described FTL entry.